LP 1st Rekka only links to 2nd rekka(HP) after hitting at maximum range, never after linking with st.jab/mp/hp. It can be good for hitting opponents with the 2nd rekka (using the 1st lp rekka to whiff purposely to close distance) when ur little bit of out of range of his fierce rekka. Like against sim(closing distance), giefs lariat(very risky, requires spacing), blankas ball(after blockin), shotos(closing distance) etc.

Don’t use rekkas at point blank range, only at max distance or just outside ur opponents pokes. Shouldn’t be too close with Fei (stay inside or just outside his fierce rekka) since his range loses to almost the whole cast. But when u grab should be with K in case if they tech the throw u can walk under cross up(cr.hp/st.hp) or cross up ambiguously(st.mk/st.lk) in to rekka combos(always dizzy), and tick throw mix ups.

i know it works but its not a good idea to use it on point blank range without confirming if its hit or blocked. mp rekka mp rekka hp rekka i use when i link with st.jab/mp/hp in case if they do block u can mp rekka mp rekka lp rekka or mp rekka lp rekka pause. might of been a misconception there of the term point blank for both of us. im thinking u meant like literally point blank on the opponent lol. but u can even see it in the vid that fei just trying to holddown that fierce rekka range before knowing when to rush down.

and i think thats tsumura’s fei long im not sure but he rocks the start/doodoo brown color also.

does anybody know any option selects for fei? sounds kinda stupid of me for not figuring this out on my own (been several months of absence from ST) but nobody really plays fei and the ones that do either don’t know or don’t tell. i seen some of clips hanashi’s fei (he’s a beast) where it looks like he does throw+flame kick auto mix but can’t really tell. anything will be appreciated thx.

does anybody know any option selects for fei? sounds kinda stupid of me for not figuring this out on my own (been several months of absence from ST) but nobody really plays fei and the ones that do either don’t know or don’t tell. i seen some of clips hanashi’s fei (he’s a beast) where it looks like he does throw+flame kick auto mix but can’t really tell. anything will be appreciated thx.

using negative edge, you can option select flame kick with block since the motion ends with blocking

B, D, DB, B + HP ~ LK is the input. I just tested it in training, it works but I don’t know how effective it is. IIRC Fei’s throw range isn’t great as it is and then you’d be hitting back for the flame kick inputs. I don’t think flame kick is all that great either, but then I don’t know much about Fei. But as for the input itself, it works.

I think it doesn’t work as wakeup against meaty because flamekick is actually kara cancelling the punches if you’re out of throw range. So if you do it on wakeup, you won’t be invincible until a few frames after.

I think the flame kick/chicken wing thing wouldn’t work either. For auto correct, if you’re being crossed up from right to left, the input for a flame kick would be L, D, DR + K, while the input for a chicken wing would be L, D, DL, UL + K. So the final joystick position of flame kick and chicken wing are at opposite ends. I think even if you did somehow combine the motion, you’d just get whatever was input at the correct wakeup reversal timing, nothing would auto mixup because you can’t kara cancel a special.

oh ok thx alot man i didnt know fei had more option selects other than his throw+flame kick. the chicken wing flame kick isn’t auto mix but it could be useful if u get whatever on the right time on wake up. hmm…maybe B D DB B+piano HK MK LK on wake up, man i gotta get home lol.

I was messing around with Fei in training mode today… Can anyone confirm kara cancelling Fei’s roundhouse hop kick into rekka (D DF F HK ~ P) adds distance? The timing for the cancel was on the late side. To me, it seemed to work. I was testing it on Honda’s stage with the tiles on the floor. When I turned the music off and just had the sound effects on I could hear the HK starting.

ST kara cancel timing isn’t constant; it depends on the move being canceled from. At certain speeds, Ryu’s kick normals have more kara leniency than his punch normals for inexplicable reasons. But yes, the kara windows for most normal moves are around 5 frames.

However, special normals have unique kara cancel properties. In this case, Fei Long’s f+HK only offers a 1-frame kara window, much shorter than the normal 5-frame window.

When he flips of course he’s able to dodge a whole bunch of things.
SO I’m wondering about whiffed-normal buffers for it or something.

one option would be to simply do a safe standing poke and buffer in hp rekka and go into hp mp lp rekka as a string, which iputs fei at a disadvantage but gives him time to block.

Something I thought up a bit here would be forward hp, and then buffer in some version of his chicken wing. IF in range he’d throw (and off of a throw break maybe he could get some kind of setup like his psuedo meaty st hk st hpxx rekka x3 on sim), just out of range for throw he’d do a fierce, having the option to go into whatever else.

something useful would be a buffer off of the stand c. fierce uppercut that would cover vega’s wakeup options. any ideas?